#1 28-06-2011 14:28

GSoris
Registered: 08-06-2011
Posts: 7

Помогите справить

Я хотел написать скрипт что-бы при входе в игру появлялаь панель с выбором пола.
Всё работает отлично кроме одного,у при выборе пола проигрывается музыка и игрок танцует
И по идеи должно было быть так что когда выберешь пол
Игрок должен был перестать танцевать,танцевать то он перестаёт но вот потом он не может сдвинутся с места!
Перепробовал всё,ничего не посагает!
Вот собственно код:

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP

:NONAME_2
wait 2000
if
   Player.Defined($PLAYER_ACTOR)
jf @NONAME_2
jump @NONAME_37

:NONAME_37
Model.Load(#BMOTR1)
04ED: load_animation "DANCING"
0AAC: 30@ = load_audiostream "CLEO\MP3\MUZON.MP3"

:NONAME_66
wait 0                                                                           
if and
04EE:   animation "DANCING" loaded 
   Model.Available(#BMOTR1)
jf @NONAME_66
wait 5
09C7: change_player $PLAYER_CHAR model_to #BMOTR1
0AAD: set_audiostream 30@ perform_action 1
wait 5
Model.Destroy(#BMOTR1)
jump @NONAME_118

:NONAME_118
wait 0
Actor.Angle($PLAYER_ACTOR) = 180.0
Player.CanMove($PLAYER_CHAR) = False
0581: enable_radar 0
08D4: $PANEL = create_panel_with_title 'PLAY_1' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0
08DB: set_panel $PANEL column 0 header 'DUMMY' data 'PLAY_2' 'PLAY_3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
0615: define_AS_pack_begin $DANC
0605: actor -1 perform_animation_sequence "DANCE_LOOP" IFP_file "DANCING" 4.0 loop 0 0 0 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "DAN_DOWN_A" IFP_file "DANCING" 4.0 loop 0 0 0 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "DAN_LEFT_A" IFP_file "DANCING" 4.0 loop 0 0 0 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "DAN_LOOP_A" IFP_file "DANCING" 4.0 loop 0 0 0 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "DAN_RIGHT_A" IFP_file "DANCING" 4.0 loop 0 0 0 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "DAN_UP_A" IFP_file "DANCING" 4.0 loop 0 0 0 0 time -1 // versionA
0643: set_AS_pack $DANC loop 1
0618: assign_actor $player_actor to_AS_pack $DANC 
jump @NONAME_301

:NONAME_301
wait 0
if
00E1:   player 0 pressed_key 16
jf @NONAME_301
08D7: 0@ = panel $PANEL active_row
if
  0@ == 0
jf @NONAME_457
00BE: text_clear_all
Model.Load(#BMYDJ)

:NONAME_354
wait 0
if
   Model.Available(#BMYDJ)
jf @NONAME_354
wait 5
09C7: change_player $PLAYER_CHAR model_to #BMYDJ
0669: 10@ = attach_particle "BLOOD_HELI" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 flag 1
064C: make_particle 10@ visible
0616: define_AS_pack_end $DANC
00BA: show_text_styled GXT 'PLAY_4' time 5000 style 2
wait 5
Model.Destroy(#BMYDJ)
jump @NONAME_584

:NONAME_457
if
  0@ == 1
jf @NONAME_584
00BE: text_clear_all
Model.Load(#OFYST)

:NONAME_481
wait 0
if
   Model.Available(#OFYST)
jf @NONAME_481
wait 5
09C7: change_player $PLAYER_CHAR model_to #OFYST
0669: 11@ = attach_particle "BLOOD_HELI" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 flag 1
064C: make_particle 11@ visible
0616: define_AS_pack_end $DANC
00BA: show_text_styled GXT 'PLAY_4' time 5000 style 2
wait 5
Model.Destroy(#OFYST)
jump @NONAME_584

:NONAME_584
wait 0
0581: enable_radar 1
0AAD: set_audiostream 30@ perform_action 0
03E6: remove_text_box
08DA: remove_panel $PANEL
Player.CanMove($PLAYER_CHAR) = True
0616: define_AS_pack_end $DANC
061B: remove_references_to_AS_pack $DANC
$DANC = 0
11@ = 0
0@ = 0
10@ = 0
30@= 0
end_thread

Файлы небходимые для работы тоже вложил.
Помогите пожалуйста!

Last edited by GSoris (28-06-2011 14:38)

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#2 28-06-2011 15:14

VintProg_Pro
Registered: 17-06-2010
Posts: 153

Re: Помогите справить

Player.CanMove($PLAYER_CHAR) = True - может быть наоборот надо делать это, ну и музыку как-то тормазить stop_music там?

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#3 28-06-2011 19:42

GSoris
Registered: 08-06-2011
Posts: 7

Re: Помогите справить

Всё,ошибку исправил))
Вот собственно весь код:

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP

:NONAME_2
wait 2000
if
   Player.Defined($PLAYER_ACTOR)
jf @NONAME_2
jump @NONAME_37

:NONAME_37
Model.Load(#BMOTR1)
04ED: load_animation "DANCING"
0AAC: 30@ = load_audiostream "CLEO\MP3\MUZON.MP3"

:NONAME_66
wait 0                                                                           
if and
04EE:   animation "DANCING" loaded 
   Model.Available(#BMOTR1)
jf @NONAME_66
wait 5
09C7: change_player $PLAYER_CHAR model_to #BMOTR1
0AAD: set_audiostream 30@ perform_action 1
wait 5
Model.Destroy(#BMOTR1)
jump @NONAME_118

:NONAME_118
wait 0
Actor.Angle($PLAYER_ACTOR) = 92.5815
Player.CanMove($PLAYER_CHAR) = False
0581: enable_radar 0
08D4: $PANEL = create_panel_with_title 'PLAY_1' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0
08DB: set_panel $PANEL column 0 header 'DUMMY' data 'PLAY_2' 'PLAY_3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
0615: define_AS_pack_begin $DANC
0605: actor -1 perform_animation_sequence "DAN_UP_A" IFP_file "DANCING" 4.0 loop 0 0 0 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "DAN_RIGHT_A" IFP_file "DANCING" 4.0 loop 0 0 0 0 time -1 // versionA
0643: set_AS_pack $DANC loop 1
0618: assign_actor $player_actor to_AS_pack $DANC 
jump @NONAME_301

:NONAME_301
wait 0
if
00E1:   player 0 pressed_key 16
jf @NONAME_301
08D7: 0@ = panel $PANEL active_row
0643: set_AS_pack $DANC loop 0
wait 1000
if
  0@ == 0
jf @NONAME_457
0643: set_AS_pack $DANC loop 0
wait 1000
00BE: text_clear_all
Model.Load(#BMYDJ)

:NONAME_354
wait 0
if
   Model.Available(#BMYDJ)
jf @NONAME_354
wait 5
09C7: change_player $PLAYER_CHAR model_to #BMYDJ
0669: 10@ = attach_particle "explosion_fuel_car" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8 flag 1
064C: make_particle 10@ visible
0169: set_fade_color_RGB 130 7 0
Camera.Shake(70)
fade 0 300
wait 75
fade 1 175
0616: define_AS_pack_end $DANC
00BA: show_text_styled GXT 'PLAY_4' time 5000 style 2
wait 5
Model.Destroy(#BMYDJ)
jump @NONAME_584

:NONAME_457
if
  0@ == 1
jf @NONAME_584
0643: set_AS_pack $DANC loop 0
wait 1000
00BE: text_clear_all
Model.Load(#OFYST)

:NONAME_481
wait 0
if
   Model.Available(#OFYST)
jf @NONAME_481
wait 5
09C7: change_player $PLAYER_CHAR model_to #OFYST
0669: 11@ = attach_particle "explosion_fuel_car" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8 flag 1
064C: make_particle 11@ visible
0169: set_fade_color_RGB 130 7 0
Camera.Shake(70)
fade 0 300
wait 75
fade 1 175 
0616: define_AS_pack_end $DANC
00BA: show_text_styled GXT 'PLAY_4' time 5000 style 2
wait 5
Model.Destroy(#OFYST)
jump @NONAME_584

:NONAME_584
wait 0
0581: enable_radar 1
0AAD: set_audiostream 30@ perform_action 0
03E6: remove_text_box
08DA: remove_panel $PANEL
Player.CanMove($PLAYER_CHAR) = True
$A = 0
$DANC = 0
11@ = 0
0@ = 0
10@ = 0
30@= 0
end_thread

Это вставить в файл .fxt

PLAY_1 YOUR
PLAY_2 MEN
PLAY_3 WOMEN
PLAY_4 PRIJATNOI IGRI

И переименовать вашу юбимую музыку в MUZON.
Ну вот собственно и всё!

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#4 29-06-2011 11:43

Seemann
Registered: 07-08-2006
Posts: 2,156

Re: Помогите справить

Глобальные переменные замени на локальные.

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